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Heliomance
2015-05-17, 06:59 AM
Welcome, contestants, judges, and guests to Iron Chef Home Cooking Edition. Here in Optimization Colosseum, contestants will endeavor to create an optimized and flavorful character using a specified D&D3.5 prestige class as a "Secret Ingredient". As this is a special Home Cooking edition, the Secret Ingredient for this contest will be homebrew drawn from our very own homebrew forums!

Contestants: You will need to present a full 20-level build for your entry. Also required is a rundown of how your build works at lower levels, to demonstrate that it is a functional character that could be played from 1-20 in a real game. Traditionally contestants give "snapshots" of tactics and abilities at levels 5, 10, 15, and 20, as well as a "sweet spot" of their choosing that represents what they believe to be the high point of the build. The purpose of these snapshots is not just to showcase your use of the SI, it is to demonstrate that your character is playable at every level.

Menu: The "special ingredient" for this offshoot competition is a homebrew prestige class, drawn from the homebrew forums on this very site.

32 point-buy is the presumed creation method, but we have generally allowed other levels of point-buy.
If you do use a different point-buy, please make your case for its necessity in your entry. Keep in mind that for using exceptionally large or small point-buys may warrant deductions in elegance and/or power.

Kitchen: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Also, item familiars are forbidden because I hate 'em. Please refrain from using Taint unless it's necessary for the Secret Ingredient.

Cooking Time: Contestants will have until 08:59 GMT on Sunday, May 31st, 2015 to create their builds and PM them to the Chairman, Heliomance. Builds will then be posted simultaneously, to avoid copying. Judges will have until 08:59 GMT on Sunday, June 14th, 2015 to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.

Judging: Judging will be based on the following criteria, with each build rated on a scale from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Secret Ingredient.

Power level is up to you. Cheese is acceptable, but should be kept to a sane level. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
Elegance could bear a little elaboration. It basically measures how skillfully you put your build together, and whether you sacrificed flavor for power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is considered in poor taste, and judges are asked to take a dim view of this option, taking it into account while grading. Other things that will cause penalties here are excessive multi-classing, and classes that don't fit the concept - using Cloistered Cleric in a front-line melee fighter, for example, will lose you points.Please note the following change: a legal source's relative obscurity should not be considered as penalizing Elegance, excepting the aforementioned issues with Unearthed Arcana. Using too many sources may result in a penalty to Elegance at the judges' discretion, but a book's relative obscurity may not. In that same vein, drawing solely from the Core 3 (and the d20 SRD) should not be punished for lacking Originality.
Presentation: Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!

Due to concerns about standardizing entry format, I'd like everyone to try to use the following table for their entry.NAME OF ENTRY


Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2nd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3rd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities



Code immediately below (spoiler).

Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2nd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3rd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities



For entries with spellcasting, use the following table for Spells per day and Spells Known. (Spells Known only if necessary, i.e. Sorcerer or Bard, but not Wizard or Warmage)Spells per Day/Spells Known
Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
-
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-
-


8th
-
-
-
-
-
-
-
-
-
-


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
-
-
-
-
-
-
-
-
-
-


Code immediately below (spoiler)Spells per Day/Spells Known
Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
-
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-
-


8th
-
-
-
-
-
-
-
-
-
-


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
-
-
-
-
-
-
-
-
-
-



For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.
Speculation: Please don't post or speculate on possible builds until the "reveal," in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

Leadership is banned; we're producing a meal, not a seven-course banquet for a hundred diners. If your entry includes a prestige class or ACF that grants Leadership or a Leadership-like ability as a bonus feat, the feat should be ignored and is not eligible to be traded away for another feat or ACF through any means.

So! Who wants to sign up as a contestant, and who wants to sign up as a judge? Looking for as many contestants and judges as feel like playing!

For this Home Cooking Contest, the Secret Ingredient is once again one of my creations, the
Improvisational Adept! (http://www.giantitp.com/forums/showthread.php?402691-Improvisational-Adept-fun-with-immediate-actions!-PEACH)
We will award 1st through 3rd places, as well as a shout-out for honorable mention. The honorable mention prize is given to the most daring or unexpected build. Judges, contestants and guests alike are invited to vote for honorable mention via PM. If there are no votes, Honourable Mention will go to the chairwoman's favourite build.

Allez, optimiser!

The Builds

Heliomance
2015-05-17, 07:01 AM
FAQ:
What's this even about? I'm glad you asked, actually... (http://www.giantitp.com/forums/showpost.php?p=15415117&postcount=1)

Is Dragon Compendium Allowed? Yes (as well as its Errata), but individual issues of Dragon Magazine are not.

What about 3.0 materials? 3.0 materials, whether online or in printed form, are allowed unless they've been officially updated to a 3.5 edition.

Are Dragonlance, Ravenloft, Planescape, Dark Sun, or Kingdoms of Kalamar allowable sources? The Dragonlance Campaign Setting is allowed, but the subsequent books for Dragonlance are considered 3rd party, and are therefore not eligible, despite the "WotC approved" status of those books. The same holds for Oriental Adventures (1st party) and the subsequent Rokugan books (3rd party). Materials from Ravenloft, Planescape, Dark Sun, and Kingdoms of Kalamar are considered 3rd party for purposes of this contest, and are therefore not allowed.

What about online sources in general? If the online source is a) published by WotC, and b) not replaced by an updated version at a later time, it is eligible. Use it, link it.

Where's the line drawn with "acceptable/unacceptable" for Unearthed Arcana? This will likely vary a bit from Chairman to Chairman. Item Familiars and Gestalt have always been verboten, since before IC migrated to GitP; don't expect that to change. Flaws have similarly always been noted as warranting a deduction; while I am Chairman, I'm extending that to Traits, though they warrant 1/2 the penalty in Elegance that a Flaw would because they're roughly 1/2 as useful. Alternate spell systems, alternate skill systems and alternate crafting rules all create an uneven playing field, and as such, will be disallowed for as long as I am Chairman. Bloodlines and the Retraining options presented in the PHB2 are ripe for abuse, and will be strongly discouraged as long as I am Chairman. Note that judges are allowed to look askance at any use of Unearthed Arcana not specifically mentioned above, at their discretion, and otherwise penalize Elegance according to their preference.

What, exactly, does the ban on Leadership mean? As folks have started to try to work around the edges of this one, I'm forced to spell it out more plainly. No Leadership, Draconic Cohort, or Feats that grant a similar ability are allowed EXCEPT Wild Cohort while Heliomance is chairman. Any PrC you choose with Leadership or a Leadership-analog has that ability entirely ignored for this contest, as it may neither be used nor traded away via any means whatsoever.

What's the minimum score in a category? Assuming an entry is legal, the minimum score in any category is 1. If a judge is convinced that an entry is mechanically illegal by the RAW, the judge may give the build a score of 0 in Elegance, and proceed to judge the entry as if the offending material was not included. Failing to meet a fluff requirements for a prestige class does not merit a 0, but may qualify for a penalty, at the judge's discretion. Because this contest focuses on Player Characters, an entry that is not technically allowed for a PC, but is viable as an NPC, counts as a legal entry, but may receive a minimum score at the judges' discretion.

Creatures and templates with no listed LA are playable, right? No. No listed LA is equivalent to LA: -. It is not suitable for PCs. If you use it, expect judges to look extremely disfavourably on it.

Deadasadoor
2015-05-17, 03:15 PM
Its back! I like the ingredient a lot. I should be able to enter this one.

WhamBamSam
2015-05-17, 08:17 PM
I have some thoughts for this. I'll try to put something together.

Heliomance
2015-05-18, 06:14 AM
Such enthusiasm!

What do people think of it, balance-wise? I'm interested in feedback on the class.

KrimsonNekros
2015-05-19, 02:11 AM
I has an ideas.

Heliomance
2015-05-22, 03:40 AM
How are people getting on with this?

Sian
2015-05-22, 05:52 AM
feels its a bit to focused on either going bard or having two different spellcaster progressions. Other 'half-casters' have a very hard time (or even unable) to get into it even if they're dipping into the alternative ways of qualifying for Bardic Music due to Haste requirements, while running two different spellcaster progressions, one to qualify for Haste (either directly or indirectly) and one to use your restricted spellcasting progression, seems way to clunky and inefficient.

Fair enough that it is a Bard-focused class, but it doesn't really feel like the ways your trying to open it to others really work due to the total requirements.

Heliomance
2015-05-22, 11:10 AM
feels its a bit to focused on either going bard or having two different spellcaster progressions. Other 'half-casters' have a very hard time (or even unable) to get into it even if they're dipping into the alternative ways of qualifying for Bardic Music due to Haste requirements, while running two different spellcaster progressions, one to qualify for Haste (either directly or indirectly) and one to use your restricted spellcasting progression, seems way to clunky and inefficient.

Fair enough that it is a Bard-focused class, but it doesn't really feel like the ways your trying to open it to others really work due to the total requirements.

I've actually been wondering about the Haste requirement anyway - there's not really a good reason for it to be there. I'm a bit iffy about changing the rules part way through a contest, but if people would prefer, I'll scrap that requirement now.

Heliomance
2015-05-24, 04:31 AM
I went and replaced the Haste requirement with the Versatile Performer feat, which fits much better. For the purposes of this contest, you may treat it as having either prerequisite.

Hellborn_Blight
2015-05-24, 06:28 AM
How does backstory play into this? If I were to create a character that was an Ex monk as he is now chaotic, could a backstory feasibly explain that, or is this from primarily a mechanical perspective? In other words, would that penalize the elegance of the build?

Deadasadoor
2015-05-26, 04:18 PM
How does backstory play into this? If I were to create a character that was an Ex monk as he is now chaotic, could a backstory feasibly explain that, or is this from primarily a mechanical perspective? In other words, would that penalize the elegance of the build?

If you mean switching from Lawful to Chaotic, I believe alignment changes have been considered inelegant in the past. If you mean not actually taking levels in Monk and only using that in backstory, it would be weird for a judge to penalize that.

In other news, between starting both work and Wildstar again, I'm now just starting my build. How is everyone else doing?

Heliomance
2015-05-29, 02:50 AM
So with two days to go and no entries received, I think this may be the final nail in the coffin for Home Cooking.

Hellborn_Blight
2015-05-29, 06:24 AM
I know it's my fault for not reading/understanding all the way when I started, but I'm not participating because I made a build under the impression the special ingredient was not a specific homebrew prestige class, but any from the board. So I made this Monk/Swordsage/Striker (http://www.giantitp.com/forums/showsinglepost.php?p=8355270&postcount=2) class and then realized that the hyperlink had the class you wanted us to use. Oh well, I had fun making the character and will use it as an npc in the future. To clarify, I'm not participating in the contest because I don't have enough time to put something together now, not because I'm upset or anything similar; that would be silly seeing as how it is my fault. I guess this contest didn't turn out well for either of us.:smallfrown:

KrimsonNekros
2015-05-29, 07:35 AM
Unfortunately between work and my car dying on Monday, I haven't had time to cook. Otherwise I would have had an entry in by now.

WhamBamSam
2015-05-29, 01:37 PM
So with two days to go and no entries received, I think this may be the final nail in the coffin for Home Cooking.The deadline has sorta snuck up on me, but I do have a few builds stubbed out. I could probably lay out a decent field of entries all by myself, though they'd have some overlap between them.

sakuuya
2015-05-29, 02:05 PM
Oh, well if no one else has entered, I don't have to worry about figuring out something non-obvious, which has so far been my problem. :smallsmile:

Macabaret
2015-05-29, 05:41 PM
I'm working on a build for this. I haven't cooked anything for a competition here for awhile and I'm starting to remember just how much I hate cooking with magic users. *LOL* Hopefully, I can get it all built and submitted before the deadline.

sakuuya
2015-05-30, 12:07 PM
Dammit, I'm not going to be able to submit anything. I had hoped to knuckle down today and do my build (it's a table and nothing right now), but my husband's sick, so I'm on baby duty all day. Sorry.

Heliomance
2015-05-30, 07:44 PM
Well there's been no judging in the main thread either, so we can't start a new one there. I'm extending both deadlines by a week. You have another week to cook!

Heliomance
2015-06-05, 01:11 AM
I still have noentries for this, guys.

WhamBamSam
2015-06-05, 02:29 AM
I still have noentries for this, guys.Blame the summer haze. I've got the tables done apart from the skill points. I'll get the build in by the deadline, it's just sort of slow going.

sakuuya
2015-06-05, 02:46 PM
Oh, shoot, I didn't see the extension announcement. I'll get right to work!

sakuuya
2015-06-06, 01:15 PM
Aaaaand... Entered!

Macabaret
2015-06-06, 04:43 PM
And done. Or, at least, submitted...whether it's done or not.

Deadasadoor
2015-06-06, 05:12 PM
Gah! I was almost done my table and then realized that I had to rework it to make the feats fit. I still should have it done though.

Deadasadoor
2015-06-07, 12:02 AM
Finished a little later than expected, but I got it in. I'm just hoping nobody did the same thing as me.

WhamBamSam
2015-06-07, 01:36 AM
Managed to make it within the deadline. I suspect at least one of my build's tricks will be very popular, but we'll see.

My second idea would probably have done better in Originality (despite using some stinky known cheese), but the one I submitted seemed a more useful contribution as an exploration of the class. Assuming no one else did what I was thinking, and the overlap with my entry doesn't seem too obvious, I'll say what it was after the reveal.

Heliomance
2015-06-07, 10:50 AM
Woo, I have some entries to present! They follow hereafter:

Heliomance
2015-06-07, 10:53 AM
I
Am
Pretty! Oh so pretty! I am pretty, and witty, and bright! (https://www.youtube.com/watch?v=29iYXH6eCW4)



Taggard Vonderheide
CG Human Paladin of Freedom 10/Improvisational Adept 10

http://orig09.deviantart.net/64d8/f/2014/212/c/9/paladin_by_artspell-d7t2jh8.jpg


Starting Ability Scores: Str 15, Dex 10, Con 12, Int 14, Wis 14, Cha 14

Ability Score Increases: Str at level 4; Cha at levels 8, 12, 16 and 20.
Taggard Vonderheide has occasionally been complimented on his devilish good looks, as though that's any compliment at all for a paladin. He laughs it off, but the truth is, he doesn't have devilish good looks. He has demonic ones. All those rumors about the Vonderheides making deals with demons aren't even the half of it. That family has abyssal blood, and most of them live down to their legacy. Taggard's different. Ever since he was small, he's craved the light, not the darkness.

He had to run away from home to become a paladin, of course. His parents never would have allowed him to join an order like the Harmonious Knights. What good is music for a warrior? What good is [I]goodness for a warrior? So he never even said goodbye. Maybe that's why he took so quickly to Milil's faithful--he was making up for a family he no longer had. In any case, he fits in much better among the laughing bards and swaggering knights than he had among the pack of demon cultists he left behind. He loves music, and it seems that music loves him back--you can see it in the rhythm of his step, in the melody of his voice. In battle, he's nearly possessed by it. No one would guess he comes from anything other than a lineage of master musicians. Except, of course, for his demonic good looks.


Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Harmonious Knight Paladin of Freedom
+1
+2
+0
+0
Bluff 4, Concentration 4, Knowledge (Religion) 4, Perform (Oratory) 4, Spellcraft 4
Power Attack, Keeper of Forbidden Lore
Aura of Good, Smite Evil 1/Day, Inspire Courage


2nd
Paladin of Freedom
+2
+3
+0
+0
Bluff 5, Concentration 5, Perform (Oratory) 5, Spellcraft 5

Divine Grace, Lay on Hands


3rd
Paladin of Freedom
+3
+3
+1
+1
Bluff 6, Concentration 6, Perform (Oratory) 6, Spellcraft 6
Versatile Performer (Dancing, Wind Instruments)
Aura of Resolve, Divine Health


4th
Paladin of Freedom
+4
+4
+1
+1
Bluff 7, Concentration 7, Perform (Oratory) 7, Spellcraft 7

Turn Undead


5th
Paladin of Freedom
+5
+4
+1
+1
Bluff 8, Concentration 8, Perform (Oratory) 8, Spellcraft 8

Smite Evil 2/Day, Special Mount


6th
Harmonious Knight Paladin of Freedom
+6/+1
+5
+2
+2
Bluff 9, Concentratrion 9, Knowlege (Religion) 5, Perform (Oratory) 9, Spellcraft 9
Battle Blessing
Inspire Competence


7th
Paladin of Freedom
+7/+2
+5
+2
+2
Bluff 10, Concentration 10, Perform (Oratory) 10, Spellcraft 10




8th
Improvisational Adept
+7/+2
+5
+2
+4
Bluff 11, Concentration 11, Perform (Oratory) 11, Spellcraft 11, Use Magic Device 5

Bardic Music, Improvisational Flow


9th
Improvisational Adept
+8/+3
+5
+2
+5
Bluff 12, Concentration 12, Perform (Oratory) 12, Spellcraft 12, Use Magic Device 10
Initiate of Milil
Flowing Defense, Improvisational Spellcasting, Countersong, Fascinate, Suggestion, Inspire Greatness


10th
Improvisational Adept
+9/+4
+6
+3
+5
Bluff 13, Concentration 13, Listen 1, Perform (Oratory) 13, Spellcraft 13, Spot 1, Use Magic Device 13

Improvisational Cover (20%)


11th
Improvisational Adept
+10/+5
+6
+3
+6
Bluff 14, Concentration 14, Listen 3, Perform (Oratory) 14, Spellcraft 14, Spot 3, Use Magic Device 14

Improvisational Motion


12th
Improvisational Adept
+10/+5
+6
+3
+6
Bluff 15, Concentration 15, Listen 5, Perform (Oratory) 15, Spellcraft 15, Spot 5, Use Magic Device 15
From Smite to Song
Inhuman Reactions, Song of Freedom


13th
Improvisational Adept
+11/+6/+1
+7
+4
+7
Bluff 16, Concentration 16, Listen 7, Perform (Oratory) 16, Spellcraft 16, Spot 7, Use Magic Device 16

Improvisational Cover (50%)


14th
Improvisational Adept
+12/+7/+2
+7
+4
+7
Bluff 17, Concentration 17, Listen 9, Perform (Oratory) 17, Spellcraft 17, Spot 9, Use Magic Device 17

Improvisational Disruption


15th
Improvisational Adept
+13/+8/+3
+7
+4
+8
Bluff 18, Concentration 18, Listen 11, Perform (Oratory) 18, Spellcraft 18, Spot 11, Use Magic Device 18
Divine Might
Inspire Heroics


16th
Improvisational Adept
+13/+8/+3
+8
+5
+8
Bluff 19, Concentration 19, Listen 13, Perform (Oratory) 19, Spellcraft 19, Spot 13, Use Magic Device 19

Improvisational Cover (total)


17th
Improvisational Adept
+14/+9/+4
+8
+5
+9
Bluff 20, Concentration 20, Listen 15, Perform (Oratory) 20, Spellcraft 20, Spot 15, Use Magic Device 20

Inhuman Reactions


18th
Paladin of Freedom
+15/+10/+5
+9
+5
+9
Bluff 21, Concentration 21, Perform (Oratory) 21, Use Magic Device 21
Otherworldly Countenance
Mass Suggestion


19th
Paladin of Freedom
+16/+11/+6/+1
+9
+6
+10
Bluff 22, Concentration 22, Perform (Oratory) 22, Use Magic Device 22




20th
Paladin of Freedom
+17/+12/+7/+2
+10
+6
+10
Bluff 23, Concentration 23, Perform (Oratory) 23, Use Magic Device 23

Smite Evil 3/Day



Spells per Day


Level
1st
2nd
3rd
4th


1st
-
-
-
-


2nd
-
-
-
-


3rd
-
-
-
-


4th
0
-
-
-


5th
0
-
-
-


6th
1
-
-
-


7th
1
-
-
-


8th
1
0
-
-


9th
1
0
-
-


10th
1
1
-
-


11th
1
1
0
-


12th
1
1
1
-


13th
1
1
1
-


14th
2
1
1
0


15th
2
1
1
1


16th
2
2
1
1


17th
3
2
2
1


18th
3
2
2
1


19th
3
3
3
2


20th
3
3
3
3



Level 5: The harmonious knight substitution levels don't give Bardic Music exactly, but they give some of the same effects and are based on Perform checks, so they should be fine for the purposes of Improvisational Adept. Unfortunately, in order to prepare for that PrC, two of Taggard's feats here are taxes. Versatile Performer, obviously, but also Keeper of Forbidden Lore, which is how he's getting his Spellcraft ranks. On the other hand, Inspire Courage (even if it doesn't increase) is a strict upgrade from Detect Evil.

Level 9 (Sweet Spot): Initiate of Milil is kind of a dicey feat for Taggard because it only affects what bardic music he can use, which may not include uses of his Harmonious Knight levels (although it's not as though letting that work would be overpowered, because he's still a Paladin). But! Improvisational Flow lets him use bardic music without spending a use, so he can use his bard songs in an IF even if he's considered to have zero uses. And since Improvisational Adept stacks with Paladin for these purposes, he'll eventually get access to all bardic music without a single level in Bard. This makes the SI really, really important to the build, because otherwise he'd only have access to three songs tops.

Improvisational Spellcasting probably isn't worth it for Taggard, especially at this level. He's MAD as hell, so he's got sub-ideal Charisma and his IF is shortish. Battle Blessing is only slightly more limited, and it can be used outside of IF. Improvisational Defense, though, is great for a frontliner, and it doesn't take up his limited IF actions. Improvisational Adept also lets him start picking up ranks in Use Magic Device, which significantly increases his out-of-combat utility compared to a standard Paladin.

Level 15: Improvisational Disruption is great for Taggard, because his caster level is just terrible. I mean, Dispel Magic is technically on the Paladin list, but it was never going to be any kind of threat to a real spellcaster. Improvisational Disruption is much better particularly when combined with Improvisational Motion to get up in the face of whoever he's targeting. No one expects Paladins to be able to move like that. From Smite to Song probably can't be used with Improvisational Flow because it uses a Smite attempt rather than a bardic music one, which is too bad, because it increases like real Inspire Courage. It's at least something non-strenuous he can do if his IF ends before a battle does. The other feat he gets here, Divine Might, increases his damage capability and gives him a decent use for Turn Undead. He's also maxed out UMD and has spare skill points to put in Listen and Spot.

Level 20: As I mentioned above, at 20th level, Taggard can use pretty much the same bardic music as an actual Bard while in an IF. Mass Suggestion isn't useful because he can only fascinate one creature at a time, but he does get the full +5 Inspire Courage from From Smite to Song. Note that Perform is a full-time Paladin class skill for him now, thanks to Initate of Milil, so he's able to keep his UMD ranks up. His final feat, Otherworldly Countenance, gives him a Perform bonus, a non-musical fascination ability usable 2/day.
Champions of Valor: Initiate of Milil, From Smite to Song
Complete Adventurer: Versatile Performer
Complete Champion: Battle Blessing
Fiendish Codex I: Keeper of Forbidden Lore, Otherworldly Countenance
Unearthed Arcana: Paladin of Freedom
Web: Improvisational Adept (http://www.giantitp.com/forums/showthread.php?402691-Improvisational-Adept-fun-with-immediate-actions!-PEACH), Harmonious Knight sub levels (http://archive.wizards.com/default.asp?x=dnd/we/20060327a)

Heliomance
2015-06-07, 10:55 AM
Was that a Nixie or something? So many questions...


Glit terand B'Gholde
Neutral Good
Desert Gnome
Gnome Divine Bard 5/Divine Prankster 5/Improvisational Adept 10


Glit grew up in a small (but growing) desert town run mostly by gnomes. Trade and commerce formed the backbone of life there, and year after year, more and more businesses took root in the harsh sands. The town eventually became a major reason for merchants to establish a trade route through the desert, instead of spending extra in travel expenses to avoid the hot and arid region altogether.

But the town was not immune to the harshness of the environment. A sudden and abrupt change hit their little community. Merchants and travelers noticed first, and soon the town was abuzz with gossip and rumors.
The water was disappearing!
The desert was drying up!
The whole town was doomed!!
The stream that flowed out of the mountains beyond the sand had been reduced to a trickling dribble. And with it, the oases and wells around the town dried.

Glit, being the ever curious type, wandered out toward the stream to investigate and explore. He was ambushed and taken captive by a group of kobolds. He was locked away in an underground cell, with only his glib tongue and quick wit keeping him from execution.

Held prisoner in the cell next to his was a creature the likes of whom Glit had never before seen. She was stunningly beautiful. Each movement (when she moved) was composed of pure, alluring grace, fluid in its every action. But she rarely moved. She rarely spoke. Most often, she simply sat, motionless, weak, depressed. She did, at times, sing of her home, the lake within the mountains, but such songs were often sad ballads that left her homesick and alone. Her haunted emotional state stood out in stark contrast to her physical beauty; the gloom and glamor combined in a tandem that tugged at Glit's heartstrings.

He sang to her. He cracked jokes. He managed to coax a smile from her on most days, with even a light giggle from time to time. She would later admit to him that those light-hearted performances had quite literally saved her life. Each day he sang, each quip he quoted, lifted her spirits, strengthened her soul.

Eventually, they found fortune to make their escape. History doesn't record just how they did. You could ask Glit, of course, and he'll happily spend hours recanting the tale. You might even be led to believe him. Or you may not. Two things hold consistent through all the retellings. One, that the gracefully alluring creature made it back to her home in the lake where she resides to this day. And two, that together, they discovered where all the water was disappearing. The kobolds were draining away all the water into deep underground reserves to horde it all for themselves!

Thus began Glit's greatest adventure, the life-long journey that would, eventually, make him the famed hero he is today. The Quest to Reclaim the Desert's Water!! But, surely, you've heard all about those stories before.....



Str 10 -2 08
Con 10 +2 12
Dex 10 -- 10
Int 16 -- 16
Wis 14 -- 14
Cha 16 -- 16

Increases:
4th: Cha
8th: Cha
12th: Wis
16th: Wis
20th: Cha





Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Gnome Divine Bard 1
+0
+0
+2
+2

4 Bluff
4 Concentration
4 Diplomacy
4 Hide
4 Knowledge: Arcana
1 Knowledge: History
4 Perform: Comedy
4 Perform: Sing
4 Sleight of Hand
4 Spellcraft

1st: Nymph's Kiss
Bardic Music; Bardic Knowledge; Gnome Cantrips; Counter Fear; Fascinate; Inspire Courage +1


2nd
Divine Bard 2
+1
+0
+3
+3

5 Bluff
5 Concentration
5 Diplomacy
5 Hide
5 Knowledge: Arcana
2 Knowledge: History
5 Perform: Comedy
5 Perform: Sing
5 Sleight of Hand
5 Spellcraft

--
--


3rd
Divine Bard 3
+2
+1
+3
+3

1 Appraise
6 Bluff
6 Concentration
6 Diplomacy
6 Hide
5 Knowledge: Arcana
3 Knowledge: History
6 Perform: Comedy
6 Perform: Sing
6 Sleight of Hand
6 Spellcraft

3rd: Fade Into Violence
Inspire Competence


4th
Divine Bard 4
+3
+1
+4
+4

4 Appraise
7 Bluff
7 Concentration
6 Diplomacy
6 Hide
5 Knowledge: Arcana
4 Knowledge: History
7 Perform: Comedy
7 Perform: Sing
7 Sleight of Hand
7 Spellcraft

--
--


5th
Divine Bard 5
+3
+1
+4
+4

5 Appraise
8 Bluff
8 Concentration
6 Diplomacy
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
8 Perform: Comedy
8 Perform: Sing
8 Sleight of Hand
8 Spellcraft
Skill Trick: Conceal Spellcasting

--
--


6th
Divine Prankster 1
+3
+1
+6
+6

5 Appraise
9 Bluff
9 Concentration
9 Diplomacy
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
9 Perform: Comedy
9 Perform: Sing
8 Sleight of Hand
8 Spellcraft
1 Spot
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy

6th: Daunting Presence
Comedic Performance; Inspire Courage


7th
Divine Prankster 2
+4
+1
+7
+7

5 Appraise
10 Bluff
10 Concentration
10 Diplomacy
2 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
10 Perform: Comedy
10 Perform: Sing
8 Sleight of Hand
8 Spellcraft
4 Spot
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy

--
Infuse Figment


8th
Divine Prankster 3
+4
+2
+7
+7

5 Appraise
11 Bluff
11 Concentration
11 Diplomacy
7 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
11 Perform: Comedy
10 Perform: Sing
8 Sleight of Hand
8 Spellcraft
5 Spot
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy

--
Disguise Spell (somatic)


9th
Divine Prankster 4
+5
+2
+8
+8

5 Appraise
12 Bluff
12 Concentration
12 Diplomacy
11 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
12 Perform: Comedy
10 Perform: Sing
8 Sleight of Hand
8 Spellcraft
7 Spot
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy

9th: Versatile Performer (Act, Dance, Oratory)
--


10th
Divine Prankster 5
+5
+2
+8
+8

5 Appraise
13 Bluff
13 Concentration
12 Diplomacy
11 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
13 Perform: Comedy
10 Perform: Sing
9 Sleight of Hand
8 Spellcraft
13 Spot
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy

--
Enrage Enemies


11th
Improvisational Adept 1
+5
+2
+8
+10

5 Appraise
14 Bluff
14 Concentration
12 Diplomacy
11 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
14 Perform: Comedy
10 Perform: Sing
9 Sleight of Hand
12 Spellcraft
14 Spot
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy
Skill Trick: Magical Appraisal

--
Bardic Music; Improvisational Flow


12th
Improvisational Adept 2
+6/1
+2
+8
+11

5 Appraise
15 Bluff
15 Concentration
12 Diplomacy
11 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
15 Perform: Comedy
10 Perform: Sing
9 Sleight of Hand
15 Spellcraft
15 Spot
1 Tumble
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy
Skill Trick: Magical Appraisal
Skill Trick: Social Recovery

12th: Summon Elemental
Flowing Defense; Improvisational Spellcasting


13th
Improvisational Adept 3
+7/2
+3
+9
+11

5 Appraise
16 Bluff
16 Concentration
12 Diplomacy
11 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
16 Perform: Comedy
10 Perform: Sing
9 Sleight of Hand
16 Spellcraft
16 Spot
2 Tumble
2 Use Magic Device
Skill Trick: Clarity of Vision
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy
Skill Trick: Magical Appraisal
Skill Trick: Social Recovery

--
Improvisational Cover (20%)


14th
Improvisational Adept 4
+8/3
+3
+9
+12

5 Appraise
17 Bluff
17 Concentration
12 Diplomacy
11 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
17 Perform: Comedy
10 Perform: Sing
9 Sleight of Hand
17 Spellcraft
17 Spot
5 Tumble
4 Use Magic Device
Skill Trick: Clarity of Vision
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy
Skill Trick: Magical Appraisal
Skill Trick: Social Recovery

--
Improvisational Motion


15th
Improvisational Adept 5
+8/3
+3
+9
+12

5 Appraise
18 Bluff
18 Concentration
12 Diplomacy
11 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
18 Perform: Comedy
10 Perform: Sing
9 Sleight of Hand
18 Spellcraft
18 Spot
5 Tumble
9 Use Magic Device
Skill Trick: Clarity of Vision
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy
Skill Trick: Magical Appraisal
Skill Trick: Social Recovery

15th: Song of the Heart
Inhuman Reactions


16th
Improvisational Adept 6
+9/4
+4
+10
+13

5 Appraise
19 Bluff
19 Concentration
12 Diplomacy
11 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
19 Perform: Comedy
10 Perform: Sing
9 Sleight of Hand
19 Spellcraft
19 Spot
5 Tumble
14 Use Magic Device
Skill Trick: Clarity of Vision
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy
Skill Trick: Magical Appraisal
Skill Trick: Social Recovery

--
Improvisational Cover (50%)


17th
Improvisational Adept 7
+10/5
+4
+10
+13

5 Appraise
20 Bluff
20 Concentration
12 Diplomacy
11 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
20 Perform: Comedy
10 Perform: Sing
9 Sleight of Hand
20 Spellcraft
20 Spot
5 Tumble
19 Use Magic Device
Skill Trick: Clarity of Vision
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy
Skill Trick: Magical Appraisal
Skill Trick: Social Recovery

--
Improvisational Disruption


18th
Improvisational Adept 8
+11/6/1
+4
+10
+14

5 Appraise
21 Bluff
21 Concentration
12 Diplomacy
11 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
21 Perform: Comedy
10 Perform: Sing
9 Sleight of Hand
21 Spellcraft
21 Spot
8 Tumble
21 Use Magic Device
Skill Trick: Clarity of Vision
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy
Skill Trick: Magical Appraisal
Skill Trick: Social Recovery

18th: Words of Creation
--


19th
Improvisational Adept 9
+11/6/1
+5
+11
+14

5 Appraise
22 Bluff
22 Concentration
12 Diplomacy
11 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
22 Perform: Comedy
10 Perform: Sing
9 Sleight of Hand
22 Spellcraft
22 Spot
12 Tumble
22 Use Magic Device
Skill Trick: Clarity of Vision
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy
Skill Trick: Magical Appraisal
Skill Trick: Social Recovery

--
Improvisational Cover (Total)


20th
Improvisational Adept 10
+12/7/2
+5
+11
+15

5 Appraise
23 Bluff
23 Concentration
12 Diplomacy
11 Heal
6 Hide
5 Knowledge: Arcana
5 Knowledge: History
23 Perform: Comedy
10 Perform: Sing
9 Sleight of Hand
23 Spellcraft
23 Spot
16 Tumble
23 Use Magic Device
Skill Trick: Clarity of Vision
Skill Trick: Conceal Spellcasting
Skill Trick: False Theurgy
Skill Trick: Magical Appraisal
Skill Trick: Social Recovery

--
Inhuman Reactions





Spells per Day/Spells Known



Level
0lvl
1st
2nd
3rd
4th
5th
6th
Spells Known





1st

2/2+3

-

-

-

-

-

-

Ghost Sound, Dancing Lights, Prestidigitation, Create Water, Detect Magic






2nd

3/3+3
0/2

-

-

-

-

-

Ghostharp; Inspirational Boost, Protection From Evil






3rd

3/4+3
1/3
-

-

-

-

-

Cure Minor Wounds; Summon Monster I






4th

3/4+3

2/3

0/2

-

-

-

-

Glitterdust, Mindless Rage






5th

3/4+3

3/4

1/3

-

-

-

-

Serene Visage; Minor Image





6th

3/4+3

3/4

2/3

-

-

-

-

-







7th

3/4+3
3/4

2/4

0/2
-

-

-

Suggestion; Adoration of the Frightful, Good Hope





8th

3/4+3

3/4

3/4

1/3
-

-

-

Dispel Magic







9th

3/4+3

3/4

3/4

2/3

-

-

-

-






10th

3/4+3

3/4

3/4

2/4

0/(2)

-

-

Haste






11th

3/4+3

3/4

3/4

3/4

1/3

-

-

Freedom of Movement, Sirine's Grace, Summon Monster IV






12th

3/4+3

3/4

3/4

3/4

2/3

-

-

-






13th

3/4+3

3/4

3/4

3/4

2/4

0/(2)

-

Lingering Chorus






14th

4/4+3

3/4

3/4

3/4

3/4

1/3

-

Greater Dispel Magic, Song of Discord, Summon Monster V






15th

4/4+3

4/4

3/4

3/4

3/4

2/3

-

-






16th

4/4+3
4/5

4/4

3/4

3/4

2/4
0/(2)

Charm Person; Hidden Lodge






17th

4/4+3
4/5

4/5

4/4

3/4

3/4

1/3
Tongues; Mass Charm Monster, Heroes' Feast, Mephit Mob






18th

4/4+3
4/5
4/5

4/5

4/4

3/4

2/3

Prayer







19th

4/4+3
4/5

4/5

4/5

4/5

4/4

3/4

Greater Invisibility; City Stride






20th

4/4+3

4/5

4/5

4/5

4/5

4/5

4/4

Persistant Image






Spells By Level:
0th: Ghost Sound (PHB), Dancing Lights (PHB), Prestidigitation (PHB), Create Water (PHB), Detect Magic (PHB), Ghostharp (SC), Cure Minor Wounds (PHB)
1st: Inspirational Boost (SC), Protection From Evil (PHB), Summon Monster I (PHB), Serene Visage (SC), Charm Person (PHB)
2nd: Glitterdust (PHB), Mindless Rage (SC), Minor Image (PHB), Suggestion (PHB), Tongues (PHB)
3rd: Adoration of the Frightful (DM), Good Hope (PHB), Dispel Magic (PHB), Haste (PHB), Prayer (PHB)
4th: Freedom of Movement (PHB), Sirine's Grace (SC), Summon Monster IV (PHB), Lingering Chorus (CM), Greater Invisibility (PHB)
5th: Greater Dispel Magic (PHB), Song of Discord (PHB), Summon Monster V (PHB), Hidden Lodge (SC), Persistant Image (PHB)
6th: Mass Charm Monster (PHB), Heroes' Feast (PHB), Mephit Mob (SS), City Stride (RoD)



With five levels of Bard, Glit is playing the role of the Party Face. (You know how that works.)
In combat, he does the typical Bard-thing (Inspire Courage with help from Inspirational Boost) with one extra flare: Mindless Rage all but takes the enemy BSF out of the equation (although, at the expense of Glit's own personal safety.) Add in a casting of Summon Monster I and use of the Fade Into Violence feat, and the enemy BSF spends his time smacking a summoned creature. The tactic gains in usefulness if he can manage to snag an enemy spellcaster instead!



At 10th level, Glit can tell jokes to piss off his enemies with a DC based on his performance check. (Hahaha...now that's funny!) He can use it on enemy spellcasters to make the spellcaster close on him and attack in melee. He also hits the enemy BSF with the Mindless Rage spell. A use of the feat Daunting Presence makes the spellcaster shaken and Adoration of the Frightful affects the shaken spellcaster to make him friendly.
See what he just did there?
According to the Glossary in the Player's Handbook:

ally: A creature friendly to you. In most cases,
references to “allies” include yourself. (Emphasis mine.)
So the friendly "enemy" spellcaster is now Glit's ally...which makes him a valid target for Fade Into Violence.
So, now the BSF is obligated to attack Glit, who uses Fade Into Violence to make the attack hit the spellcaster. An easy Bluff check should be enough for Glit to convince the spellcaster that the BSF intended that target.
Hehehehe...hahaha...heeheeheeheehee....
What could possibly make Garl Glittergold more proud than that?



Spellcasting advancement gets Glit to 20th level bard casting!

Bardic Music goes to the full 20 levels. (Yup, more Bardic Music uses than you can shake a stick at!) Inspire Courage only advances to 10th (bard + divine prankster), which is unfortunate, but there are items available that can help out.

Improvisational Flow changes how a Divine Prankster can use Enrage Enemies. Now, Glit can either spend a standard action to concentrate on EE, or he can spend an immediate action to restart it round after round after round without expending BM uses.

Flowing Defense is a nice add on for times when EE fails or the Bluff check from Fade Into Violence is overcome.

Improvisational Spellcasting grants the option to cast a Summon spell as an immediate action for the low cost of a BM use and a full-round action next round? Yes, please. Also handy for all the other combat-useful spells on Glit's known list.

Improvisational Cover helps to keep the summoned fodder alive for another round or more. Which saves Glit a standard action (Summon Elemental) or an immediate action (Summon spell via IS) from time to time. Or, at times, when he's alone and facing an attack without a friend in position to pass it to, Improvisational Cover can very well save his own bacon.

Improvisational Motion can be well used with the right crowd. A Scout friend will love this. A Druid/Totemist friend with a million natural attacks can certainly find this useful.

Inhuman Reactions is wonderful. Why spend three or four rounds trying to make everything happen when you can, instead, shift some of those standard actions to immediate actions (via abilities above) and spit them all out in one round?

Improvisational Disruption lets Glit counterspell as an immediate action using a preform check! 'Cause Mindblank is a thing. So are Liches.



Unearthed Arcana -- Desert Gnome race; Divine Bard class
Races of Stone -- Gnome Bard RSL; Divine Prankster prc
Book of Exaulted Deeds -- Nymph's Kiss feat; Words of Creation feat
Player's Handbook II -- Fade Into Violence feat
Complete Scoundrel -- Skill Tricks
Libris Mortis -- Daunting Presence feat
Complete Adventurer -- Versatile Performer feat
Complete Mage -- Summon Elemental feat
Eberron Campaign Setting -- Song of the Heart feat

Heliomance
2015-06-07, 10:56 AM
The fastest blade in the West.


Areyon Moonblade
CN Star Elf
7 Warblade/3 Bard/10 Improvisational Adept
"In a swordfight, speed determines the victor. No one is faster than me."
STR 12 DEX 12 CON 16(-2) INT 12 WIS 8 CHA 16(+2)

A lone ogre entered the arena, squinting at the sunlight. He dragged a greatsword behind him, nearly 9 feet in length, and wearing plate mail nearly two inches thick. The crowd booed, throwing tomatoes and rotten fruit. He bellowed in rage, silencing the crowd. He walked to the middle of the arena, waiting for his opponent. The crowd began to clap as a scrawny elf entered the battleground. He flourished and then threw his cape to the winds for the crowd. The ogre smirked. He would enjoy tearing his prissy opponent to bits in front of the screaming crowd. The elf walked to the center of the crowd. He eyed the ogre back, shrugged, and then drew his blade.

As the announcer counted down, the ogre readied his blade. One hit was all he needed. With a quick enough slash, the elf wouldn’t have time to react.
“Three”
“Two”
The ogre swung, trying for a cheap hit.
“O-”
The blade swung around, nearly connecting with the gladiators neck. The elf simply leaned left, less than an inch away from the cutting edge. In an instant, the ogre felt a hard thump against his armor, but it held against the blow.
“Don’t you know how to count?”
The giant swung at the voice behind him. He felt another thump against his armor.
“Yes keep swinging blindly, that's sure to hit me!”
The ogre caught a glance of the elf around to his front and attempted to slam his massive body in the direction he thought would strike true. Two more thumps. His armor reverberated against the hit, unbalancing him slightly.
“You’re very boring you know. Giants are predictable. Every time you miss, I get closer to finding a chink in your armor. It IS very nice though, who is your blacksmith?” chimed the elven fighter.
“You can meet him in hell!” screamed the raging ogre. He slammed his sword into the ground, trying to shake the ground enough to unbalance his attacker. He felt one final thump, and then his body became wracked with pain. The giant looked down to see a sword poking out from his heart. Dead... by a puny elf.

Trained from birth to fight in the gladiator pits, Areyon Moonblade learned from a young age to mix the rhythm of a fight with the beauty of dance. He rose quickly through the ranks of the arena, wooing the audience while slaying his foes with unmatched grace. While dancing, he could become attuned to the energy of sound itself, learning to speed himself up and even sense the weak points in an opponent's armor. He has since grown bored with the arena, and has left his fans behind to see the world.


Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Warblade 1
+1
+2
+0
+0
4 Balance, 4 Concentration, 4 Jump, 4 Tumble, 4 Intimidate
Adaptive Style
Battle Clarity, Weapon Aptitude


2nd
Warblade 2
+2
+3
+0
+0
5 Balance, 5 Concentration, 5 Jump, 5 Tumble, 5 Intimidate
-
Uncanny Dodge


3rd
Warblade 3
+3
+3
+1
+1
5 Balance, 6 Concentration, 6 Jump, 5 Tumble, 6 Intimidate, 1 Perform(Sing)
Combat reflexes
Battle Ardor


4th
Warblade 4
+4
+4
+1
+1
5 Balance, 7 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing)
-
-


5th
Bard 1
+4
+4
+3
+3
5 Balance, 7 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 7 Perform(Dance)
-
Bardic Music, Bardic Knack, Countersong, fascinate, inspire courage


6th
Bard 2
+5
+4
+4
+4
5 Balance, 7 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 9 Perform(Dance), 5 Spellcraft
Versatile Performer
-


7th
Bard 3
+6
+5
+4
+4
5 Balance, 8 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 10 Perform(Dance), 10 Spellcraft
-
Inspire Competence


8th
Improvisational Adept 1
+6
+5
+4
+6
5 Balance, 11 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 11 Perform(Dance), 10 Spellcraft, 3 UMD
-
Bardic Music, Improv. Flow


9th
Improvisational Adept 2
+7
+5
+4
+7
5 Balance, 12 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 12 Perform(Dance), 10 Spellcraft, 6 UMD, 1 Spot, 1 Listen
Snowflake Wardance
Flowing Defense, Improv. Spellcasting


10th
Improvisational Adept 3
+8
+6
+5
+7
5 Balance, 13 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 13 Perform(Dance), 10 Spellcraft, 9 UMD, 2 Spot, 2 Listen
-
Improv. Cover(20%)


11th
Improvisational Adept 4
+9
+6
+5
+8
5 Balance, 14 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 14 Perform(Dance), 10 Spellcraft, 12 UMD, 3 Spot, 3 Listen
-
Improv. Motion


12th
Improvisational Adept 5
+9
+6
+5
+8
5 Balance, 15 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 15 Perform(Dance), 10 Spellcraft, 15 UMD, 4 Spot, 4 Listen
Extra Music
Inhuman Reactions


13th
Improvisational Adept 6
+10
+7
+6
+9
5 Balance, 16 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 16 Perform(Dance), 10 Spellcraft, 16 UMD, 6 Spot, 7 Listen
-
Improv. Cover(50%)


14th
Improvisational Adept 7
+11
+7
+6
+9
5 Balance, 17 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 17 Perform(Dance), 10 Spellcraft, 17 UMD, 8 Spot, 8 Listen
-
Improv. Disruption


15th
Improvisational Adept 8
+12
+7
+6
+10
5 Balance, 18 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 18 Perform(Dance), 10 Spellcraft, 18 UMD, 10 Spot, 10 Listen
Robilar's Gambit
-


16th
Improvisational Adept 9
+12
+8
+7
+10
5 Balance, 19 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 19 Perform(Dance), 10 Spellcraft, 19 UMD, 12 Spot, 12 Listen
-
Improv. Cover(total)


17th
Improvisational Adept 10
+13
+8
+7
+11
5 Balance, 20 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 20 Perform(Dance), 10 Spellcraft, 20 UMD, 14 Spot, 14 Listen
-
Inhuman Reactions


18th
Warblade 5
+14
+8
+7
+11
5 Balance, 21 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 21 Perform(Dance), 10 Spellcraft, 21 UMD, 16 Spot, 16 Listen
Ironheart Aura(b), Stormguard Warrior
Bonus feat


19th
Warblade 6
+15
+9
+8
+12
5 Balance, 22 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 22 Perform(Dance), 10 Spellcraft, 22 UMD, 16 Spot, 16 Listen
-
Improved Uncanny Dodge


20th
Warblade 7
+16
+9
+8
+12
5 Balance, 23 Concentration, 7 Jump, 7 Tumble, 7 Intimidate, 1 Perform(Sing), 23 Perform(Dance), 10 Spellcraft, 23 UMD, 16 Spot, 16 Listen
-
Battle Cunning



Maneuvers:
7 total
Moment of Perfect Mind (1)
Action Before Thought (swapped)
Mind over Body (3)
Greater Insightful Strike(swapped)
Avalanche of blades(7)
Douse the Flames (1)
Rapid Counter(5)

Stances:
Punishing Stance
Leading the Charge

Spells would be focused on buffs and debuffs, Cat's Grace and Haste for Example.


1-5
4 Warblade/1 Bard
We start off as a fairly standard Bardblade, focusing on Diamond Mind and Iron Heart maneuvers. Diamond Mind has excellent flavour/function synergy with the SI, and all classes taken have concentration. Bardic Knack is taken over Bardic Knowledge, since our skills are so focused for the first few levels we don’t get any opportunity to really use the Bard's skill list. This lets us use Open Lock and other untrained skills without actually needing to put ranks into them. For feats, Adaptive Style and Combat Reflexes are taken.

6-10
4 Warblade/3 Bard/3 Improvisational Adept
We enter the SI, and advance our bard casting. Casting spells as an immediate action is a nifty trick. Getting charged? How about a face full of Grease? More AC and the ability to foil an attack with concealment is also awesome. At this level we can reliably use a wand of Wings of Cover in one hand, and a weapon in the other, since we now pick up Snowflake Wardance for gishy goodness. For feats we take Versatile Performer to qualify for the SI, and Snowflake Wardance to make up for our low STR.

11-15
4 Warblade/3 Bard/8 Improvisational Adept
We continue the SI and pick up a few more abilities. Countering spells as an immediate actions, move actions whenever we need it, and more cover when we need it makes us a fantastic gish. More immediate actions to fuel these abilities is also fantastic. For feats we pick up Extra Music because we constantly use BM, and then Robilar’s Gambit to become an AoO machine. If 2 AoOs a round isn’t enough, we can buff up with Cat’s Grace, cast as an immediate action.

16-20
4 Warblade/3 Bard/10 Improvisational Adept/3 Warblade
In the final stretch now, and we finish off the SI, getting more immediate actions, and the ability to foil full attacks by getting total concealment. This can work while fighting something that has a large number of attacks after we’ve used up all of our AoOs for the round, diminishing the chances of further damage. Speaking of AoOs, our last feat is Stormguard Warrior, getting Ironheart Aura from the Warblades bonus feat. With 4 AoOs, a +16 to-hit and damage, adding on power attack, and 16 BaB makes this character a melee terror. The last few levels in Warblade give a total IL of 13 as well. Combined with the previously mentioned +16 to-hit/damage, the Avalanche of Blades maneuver becomes devastating. It would take 4 hits to get down to a “normal” attack, only stopping after a miss.

As an overview we have:
16 BaB
13 IL
14th level Bard casting
Snowflake Wardance and Stormguard warrior to become a melee monster
The three Diamond Mind counters that allow virtually any save to be passed
3 immediate actions a round, that allow spells to be countered, concealment to be granted, or a move action be granted.


Improvisational Flow:
Our bread and butter. It doesn’t do anything by itself, but lets us use our abilities.

Flowing Defense:
More AC and Reflexes? We’re a gish, that’s awesome for us.

Improvisational Spellcasting:
Grease as an immediate action? Ruin chargers. Cat’s Grace before an AoO, to get more AoO’s per turn from Combat reflexes? Awesome.

Improvisational Cover:
Cover as an immediate action? Take total cover and then the immediate move action to foil nasty attackers? Great.

Improvisational Motion:
Run away from that nasty Fireball! Like Evasion, but we don’t need to make a save. Gives us great mobility, which a gish needs.

Inhuman reactions:
More immediate actions gives us more options for our other abilities. Triple the everything!

Improvisational Disruption:
Spellcasters beware. With a high CHA and a masterwork instrument, we should be able to stay at least even with a caster’s concentration check.

ToB- Warblade, Stormguard Warrior, Adaptive Style
CA- Versatile Performer, Extra Music
Frostburn- Snowflake Wardance
PHB2- Robilar's Gambit
UE- Star Elf

Heliomance
2015-06-07, 11:02 AM
As a matter of fact, don't let nothing hold you back, if the Scatman (https://www.youtube.com/watch?v=y6oXW_YiV6g) can do it then so can you!



Dizzy Doc Deneith
CN Silverbrow Human Bard 6/Mindbender 1/Improvisational Adept 10/Heir of Siberys 3
The PerformanceWalt said a word and his force were suddenly a hundred miles away, surrounding a small group of adventurers. He had been warned that they were extremely dangerous, but he had caught them unawares. He knew that they would be able to. The group’s arcane caster was a bard for crying out loud.

Walt’s lip began to curl into a satisfied smile, when suddenly, a tattoo on the arm of one of his quarry flashed bright gold. So it was true, Walt thought, the one they called Dizzy Doc Deneith bore a Siberys dragonmark. But that would not matter. It was too late for that to avail him.

Then suddenly, he heard a rich, raspy voice begin to sing, though it did not seem to be any tune or even any tongue that Walt knew.

“Shooby de doo wop wop…”

The motions of the bard’s companions, though still idle, began to quicken. Dizzy Doc’s strange, syncopated singing seemed to speed up, though he still sang what sounded like nonsense words.

“Aba diba daba dooba, a da da dada, oooo wah daba baba ooba doo waahh”

Walt felt the protective spells he had placed upon himself in preparation for the attack torn away and saw similar effects appear on the figure before him.

“A dee a dah, a rah rah radah. Sheeba shooba dah…”

The nonsense words seemed to be getting sadder, as though they were some ballad of lost love. Walt’s head was throbbing. It was all going wrong. He couldn’t think. Couldn’t form the words to cast a spell. He staggered back amidst his allies, who seemed similarly heartsick.

“Oooooh waaah da dada”

The others had started to move, and more magic was manifesting amongst his troops. The sound of the bizarre singing was fading into his throbbing head, along with all other worldly sound. “How?” he managed to gasp as his vision began to fade.

“If you have to ask,” Doc Denelith’s deep, rich voice replied in the back of his head, “you’ll never know.”

The Sheet Music Ability Scores10 Str, 12 Dex, 14 Con, 10 Int, 10 Wis, 18 Cha
All stat increases go to Cha.
Build Table


Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Bard 1
+0
+0
+2
+2
Perform (Sing) 4, Spellcraft 4, Concentration 4, Bluff 4, Diplomacy 4, Sense Motive 4
Heroic Spirit, Extend Spell
Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1


2nd
Bard 2
+1
+0
+3
+3
Perform (Sing) 5, Spellcraft 5, Concentration 5, Bluff 5, Diplomacy 4, Sense Motive 4, Intimidate 1 (cc)
-
-


3rd
Bard 3
+2
+1
+3
+3
Perform (Sing) 6, Spellcraft 6, Concentration 6, Bluff 6, Diplomacy 4, Sense Motive 4, Intimidate 2 (cc)
Sanctum Spell
Inspire Competence


4th
Bard 4
+3
+1
+4
+4
Perform (Sing) 7, Spellcraft 7, Concentration 7, Bluff 7, Diplomacy 4, Sense Motive 4, Intimidate 3 (cc)
-
-


5th
Bard 5
+3
+1
+4
+4
Perform (Sing) 8, Spellcraft 8, Concentration 8, Bluff 8, Diplomacy 4, Sense Motive 4, Intimidate 4 (cc)
-
-


6th
Mindbender 1
+3
+1
+4
+6
Perform (Sing) 8, Spellcraft 8, Concentration 9, Bluff 9, Diplomacy 4, Sense Motive 4, Intimidate 4
Mindsight
Telepathy 100ft


7th
Bard 6
+4
+2
+5
+7
Perform (Sing) 10, Spellcraft 10, Concentration 10, Bluff 10, Diplomacy 4, Sense Motive 4, Intimidate 4
-
Suggestion


8th
Improvisational Adept 1
+4
+2
+5
+9
Perform (Sing) 11, Spellcraft 10, Concentration 11, Bluff 11, Diplomacy 4, Sense Motive 4, Intimidate 4, Use Magic Device 3
-
Bardic Music, Improvisational Flow


9th
Improvisational Adept 2
+5
+2
+5
+10
Perform (Sing) 12, Spellcraft 10, Concentration 12, Bluff 12, Diplomacy 4, Sense Motive 4, Intimidate 4, Use Magic Device 6
Repeat Spell
Flowing Defense, Improvisational Spellcasting


10th
Improvisational Adept 3
+6
+3
+6
+10
Perform (Sing) 13, Spellcraft 10, Concentration 13, Bluff 13, Diplomacy 4, Sense Motive 4, Intimidate 4, Use Magic Device 9
-
Improvisational Cover (20%)


11th
Improvisational Adept 4
+7
+3
+6
+11
Perform (Sing) 14, Spellcraft 10, Concentration 14, Bluff 14, Diplomacy 4, Sense Motive 4, Intimidate 4, Use Magic Device 12
-
Improvisational Motion


12th
Improvisational Adept 5
+7
+3
+6
+11
Perform (Sing) 15, Spellcraft 12, Concentration 15, Bluff 15, Diplomacy 4, Sense Motive 4, Intimidate 4, Use Magic Device 13
Practical Metamagic (Repeat Spell)
Inhuman Reactions


13th
Heir of Siberys 1
+7
+5
+8
+13
Perform (Sing) 15, Spellcraft 12, Concentration 16, Bluff 16, Diplomacy 4, Sense Motive 4, Intimidate 4, Use Magic Device 13
Action Surge (Bonus Feat)
Additional Action Points


14th
Heir of Siberys 2
+8
+6
+9
+14
Perform (Sing) 15, Spellcraft 12, Concentration 17, Bluff 17, Diplomacy 4, Sense Motive 4, Intimidate 4, Use Magic Device 13
-
Siberys Mark (Mark of the Sentinel: Mind Blank 1/day)


15th
Improvisational Adept 6
+9
+7
+x10
+15
Perform (Sing) 18, Spellcraft 13, Concentration 18, Bluff 18, Diplomacy 4, Sense Motive 4, Intimidate 4, Use Magic Device 13
Mark of the Dauntless
Improvisational Cover (50%)


16th
Improvisational Adept 7
+10
+7
+10
+15
Perform (Sing) 19, Spellcraft 14, Concentration 19, Bluff 19, Diplomacy 4, Sense Motive 4, Intimidate 4, Use Magic Device 15
-
Improvisational Disruption


17th
Improvisational Adept 8
+11
+7
+10
+16
Perform (Sing) 20, Spellcraft 16, Concentration 20, Bluff 20, Diplomacy 4, Sense Motive 4, Intimidate 4, Use Magic Device 16
-
-


18th
Improvisational Adept 9
+11
+8
+11
+16
Perform (Sing) 21, Spellcraft 17, Concentration 21, Bluff 21, Diplomacy 4, Sense Motive 4, Intimidate 4, Use Magic Device 18
Mark of Stars
Improvisational Cover (Total)


19th
Improvisational Adept 10
+12
+8
+11
+17
Perform (Sing) 22, Spellcraft 19, Concentration 22, Bluff 22, Diplomacy 4, Sense Motive 4, Intimidate 4, Use Magic Device 19
-
Inhuman Reactions


20th
Heir of Siberys 3
+13
+8
+11
+17
Perform (Sing) 23, Spellcraft 19, Concentration 23, Bluff 22, Diplomacy 4, Sense Motive 4, Intimidate 4, Use Magic Device 19
-
Improved Siberys Mark (Mind Blank 2/day)


Spellcasting
Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th


1st
2/4
-
-
-
-
-
-


2nd
3/5
0/2
-
-
-
-
-


3rd
3/6
1/3
-
-
-
-
-


4th
3/6
2/3
0/2
-
-
-
-


5th
3/6
3/4
1/3
-
-
-
-


6th
3/6
3/4
2/3
-
-
-
-


7th
3/6
3/4
2/4
0/2
-
-
-


8th
3/6
3/4
3/4
1/3
-
-
-


9th
3/6
3/4
3/4
2/3
-
-
-


10th
3/6
3/4
3/4
2/4
0/2
-
-


11th
3/6
3/4
3/4
3/4
1/3
-
-


12th
4/6
3/4
3/4
3/4
2/3
-
-


13th
3/6
3/4
3/4
3/4
2/3
-
-


14th
4/6
3/4
3/4
3/4
2/4
0/2
-


15th
4/6
3/4
3/4
3/4
3/4
1/3
-


16th
4/6
4/4
3/4
3/4
3/4
2/3
-


17th
4/6
4/5
4/4
3/4
3/4
2/4
0/2


18th
4/6
4/5
4/5
4/4
3/4
3/4
1/3


19th
4/6
4/5
4/5
4/5
4/4
3/4
2/3


20th
4/6
4/5
4/5
4/5
4/5
4/4
3/4
*Does not take into account bonus spells for a high Cha score.

Spells Known
0th level: Prestidigitation, Daze, Detect Magic, Summon Instrument, Stick, Mage Hand
1st level: Tasha’s Hideous Laughter, Grease, Improvisation, Charm Person, Hypnotism
2nd level: Glitterdust, Alter Self, Cloud of Bewilderment, Painful Echoes, Lesser Celerity
3rd level: Haste, Dispel Magic (replace with Glibness at 15th level), Deafening Blast, Love’s Lament, Gaseous Form
4th level: Spell Theft, Dominate Person, Freedom of Movement, Celerity, Dimension Door
5th level: Boreal Wind, Greater Blink, Greater Dispel Magic, Shadow Evocation
6th level: Project Image, Resonating Agony, Otto’s Irresistible Dance
Spells are listed in the order they are learned at each level.


The Improvisation ECL 5At this level, Doc’s a pretty standard Bard, with slightly sub-optimal feat choices. Silverbrow Human isn’t actually here for DFI as one might expect, so his party won’t be as fond of him as usual, but he’s not useless by any stretch.

ECL 10Per the chairwoman’s ruling, I’m using the original Haste prerequisite instead of Versatile Performer to qualify for the SI. This build is too feat starved as is. We take the popular Mindbender dip for Mindsight, and our selected metamagic feats finally start to make sense. Metamagic feats generally don’t actually change the level of a spell, which means that Improvisational Spellcasting allows for metamagic-altered versions of low level spells. Repeat Spell is one that I decided would be particularly fun, as the beginning of your next turn comes a lot sooner when you can cast the spell as an immediate action, which moves it a step toward simply being a cheaper version of Twin Spell. Metamagic feats which do actually alter spell level include Heighten Spell and Sanctum Spell, the latter of which is being put to use here. It lowers the level of spells cast outside of a very small area (so pretty much all of them), meaning you can use it to push spells one level above the normal limits of Improvisational Spellcasting (like 2nd level spells are right now) into the realm of things that you can cast as an immediate action. Because WotC hates spontaneous casters for no reason, this will mean having to pay back a full-round action instead of a standard, but in later levels we’ll be able to shift that some of the way between “bug” and “feature.”
ECL 15I had sort of hoped to avoid Celerity cheese in this build (Mark of the Dauntless had originally been intended for Born of the Three Thunders abuse, and the primary reason for going into Heir of Siberys was Mark of Stars), but it ended up being necessary for reasons that will become apparent later. For now, it’s here and its partner in ultracheese, Mark of the Dauntless to ignore the dazing effect. Improvisational Spellcasting is now up to 3rd level spells, or 4th level Sanctum Spells, we’ve got an extra immediate action each round, and a few more things to do with them in Improvisational Motion and an improved Improvisational Cover. Heir of Siberys also gives us Mind Blank and Action Surge. The latter, in addition to the general niceness of standard actions, can be used to gain a standard action with which to do a thing on your turn if you’ve given up your normal actions for improvisational abilities, or to circumvent those debts, if they happen to all be in a single type (ie, you can gain an extra move action if you have a debt in standard actions, gain a standard if you have a debt in move actions, or gain either if you have a debt in full-round actions). Being a caster-oriented Bard, we should give some attention to the spell selection. Spell Theft as an immediate action is sort of hilarious. Not everything makes for great Repeat Spell fodder, but Love’s Lament has the potential to get absolutely nasty, and it’s nice for a few of the other area spells when you’re facing things with tough saving throws. And hey, Repeat Spell is now only a +2 thanks to Practical Metamagic. As Greater Blink’s miss chance does not derive from concealment, it stacks with Improvisational Cover, so that’s pretty snazzy. Because the trade of actions later for actions now favors a nova approach where you cast lots of spells at once, the Painful Echoes/Deafening Blast (and eventually Resonating Agony as well) synergy is fun. Immediate Action Dominate Person makes it more likely that you’ll catch someone with their pants down re: Mind-Affecting immunity (perhaps due to you having just dispelled said brain-pants). All manner of good stuff is happening.
ECL 20Now we’re really cooking. With Mark of Stars, Doc is never surprised. Between that and Mindsight, he’s always ready to make an immediate action to mess up whatever his enemies are trying to pull. Unfortunately, most of Improvisational Adept’s immediate action abilities require that you be under the effect of Improvisational Flow, which you generally won’t have at the very start of the encounter. This creates the somewhat regrettable need for Celerity that I hinted at earlier. When danger happens, you use Celerity to get a no-strings-attached standard action with which to start your Improvisational Flow, then can use your other two immediate actions to do whatever needs to be done. Other nifty little Celerity tricks include a more potent means of shirking your improvisational spellcasting debts than the Action Surge method above. Follow up a metamagic’d improvisational spell with an improvisational casting of Repeat Celerity or a Repeat Lesser Celerity (6th and 4th level slots, respectively with Practical Metamagic). The metamagic will increase the “casting time” to a full round action, meaning that’s what you’ll pay back (and what you’ve already committed to paying back anyway, meaning you can kick that particular can down the road another round, by which time the encounter will probably be over), so you’ll get a standard action (or move action in the case of Lesser Celerity) on your next turn with which to do a thing, while still getting to make your immediate action casting (so long as you don’t need to add a metamagic effect) with the standard action that Celerity gives you right away. Note that the full-round action to move action and standard action conversion is a one way street. This usually works against action economy optimization (ie, no Cunning Surge+Hustle to produce a full-round action), but here it means that even if you’re skirting your improvisational debt with both a move action and a standard action, they still don’t get swallowed into unpaid full-round action debts.

Beyond those tricks, we get better at the things we’ve already been doing. Improvisational Spellcasting now allows 5th level spells, or the Bard maximum (and the maximum for classes which the SI can progress) of 6th level spells when they’ve been dropped a level with Sanctum Spell. Gaseous Form is picked up as our last 3rd level spell, which makes for a nice little improvisational emergency button, especially as the need to be using Improvisational Flow means Doc and his friends will basically always be Hasted for a fly speed of 40ft (perfect) instead of 10ft (perfect). Dimension Door is also here for a more conventional escape option, though you should generally wait until your last immediate action to use it, as it’ll prevent you from taking actions again until your next turn.


The Notes You Don’t PlayComplete Arcane: Mindbender, Sanctum Spell
Complete Scoundrel: Spell Theft
Dragon Magic: Silverbrow Human
Dragonmarked: Mark of the Dauntless, Mark of Stars
Eberron Campaign Setting: Action Surge, Heir of Siberys, Heroic Spirit
Lords of Madness: Mindsight
Races of the Dragon: Practical Metamagic
Spell Compendium: Lots of spells

Everything else should be in the SRD.

Heliomance
2015-06-07, 11:08 AM
Oh the rhythm of death is a powerful beat, puts a tingle in the foemen, strews the bodies 'cross the street


Angror, Death’s Rhythm

Chaotic Neutral Human Bard 7/Dirgesinger 3/Improvisational Adept 10

Ability Scores:

Str: 8
Dex: 10
Con: 14
Int: 14
Wis: 10
Cha: 18 (+5 leveling)


Story:

Death is the music of life after all, each stage its own rhythmic beat. Just like the beating heart life keeps to its tune but rather than end with the cessation of the beat it cycles on into eternity as death breeds life over and over again in a beautiful rhythm.

Angror knows this well. As a child he grew up in the frontier lands where it was a struggle for day to day survival. Where wild beasts could attack the town at any moment taking lives as they pleased.

He grew in this death, he thrived in it. Friends and family alike passed away constantly and his only solace was music unable to afford proper training as a minstrel he stuck around town playing his flute at funerals day after day. Life had its rhythm and for him the rhythm was found in death.

Picking up spells from the occasional traveling mage Angror soon became accustomed to mixing in his magic with his performances to help change the mood. Life was good for him. When he wasn’t playing at funerals he was playing for tips at the local in and being so far out from the capital made certain adventurers on long journeys returned and adventurers had always been the best tippers.

Sadly, as with life, all things must come to an abrupt end. The invaders came under cover of night burning every building they came across and killing all who dared stand in their way. Angror ran as soon as he heard the screaming. Running for his life he barely nearly missed the soldiers stationed at the town’s exit to kill all attempted escapees.

In his haste he attempted something he had never before tried: mixing his magic with his song in a way that let his sorrow flow as it had never before. He struck fear in both of the soldiers heart and in their momentary panic made it past them into the night.

They gave chase into the night until their bodies could no move no more. Adrenaline pumping through his veins Angror ran until me made it to the nearest town where he collapsed at the inn. Upon hearing his tale word was sent to the capital and a squadron was dispatched to deal with the invaders. Angror was chosen to show them the way.

After taking back the town the captain of the squad talked Angror into joining the militia, where he was at first used as a simple drummer boy he rose in the ranks until he too led his men but not by bolstering them, rather, by tearing down his opponents until they cower before him. Until they know his sorrow, his fear, and above all that their deaths lead to something greater: the great rhythm of life.


The Build:



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Bard 1
+0
+0
+2
+2
Perform (Wind Instruments) 4, Intimidate 4, Knowledge (Arcana) 4, Knowledge (Religion) 4, Spellcraft 4, Concentration 4, Diplomacy 4, Move Silently 4
Martial Study (Crusader’s Strike) and Obtain Familiar
Bardic Music, Bardic Knowledge, Inspire Awe, Countersong, Fascinate


2nd
Bard 2
+1
+0
+3
+3
Perform (Wind Instruments) 5, Intimidate 5, Knowledge (Arcana) 5, Knowledge (Religion) 5, Spellcraft 5, Concentration 5, Diplomacy 5, Move Silently 5




3rd
Bard 3
+2
+1
+3
+3
Perform (Wind Instruments) 6, Intimidate 6, Knowledge (Arcana) 6, Knowledge (Religion) 6, Spellcraft 6, Concentration 6, Diplomacy 6, Move Silently 6
Versatile Performer (Percussion and Chanting)
Inspire Competence


4th
Bard 4
+3
+1
+4
+4
Perform (Wind Instruments) 7, Intimidate 7, Knowledge (Arcana) 7, Knowledge (Religion) 7, Spellcraft 7, Concentration 7, Diplomacy 7, Move Silently 7




5th
Bard 5
+3
+1
+4
+4
Perform (Wind Instruments) 8, Intimidate 8, Knowledge (Arcana) 8, Knowledge (Religion) 8, Spellcraft 8, Concentration 8, Diplomacy 8, Move Silently 8




6th
Bard 6
+4
+2
+5
+5
Perform (Wind Instruments) 9, Intimidate 9, Knowledge (Arcana) 9, Knowledge (Religion) 9, Spellcraft 9, Concentration 9, Diplomacy 9, Move Silently 9
Requiem
Suggestion


7th
Bard 7
+5
+2
+5
+5
Perform (Wind Instruments) 10, Intimidate 10, Knowledge (Arcana) 10, Knowledge (Religion) 10, Spellcraft 10, Concentration 10, Diplomacy 10, Move Silently 10




8th
Dirgesinger 1
+5
+2
+5
+7
Perform (Wind Instruments) 11, Intimidate 11, Knowledge (Religion) 11, Spellcraft 11, Concentration 11, Diplomacy 11

Song of Sorrow


9th
Dirgesinger 2
+6
+2
+5
+8
Perform (Wind Instruments) 12, Intimidate 12, Knowledge (Religion) 12, Spellcraft 12, Concentration 12, Diplomacy 12
Hauting Melody
Song of Bolstering


10th
Dirgesinger 3
+7
+3
+6
+8
Perform (Wind Instruments) 13, Intimidate 13, Knowledge (Religion) 13, Spellcraft 13, Concentration 13, Diplomacy 13

Song of Grief


11th
Improvisational Adept 1
+7
+3
+6
+10
Perform (Wind Instruments) 14, Intimidate 14, Spellcraft 14, Concentration 14, Diplomacy 14

Improvisational Flow


12th
Improvisational Adept 2
+8
+3
+6
+11
Perform (Wind Instruments) 15, Intimidate 15, Spellcraft 15, Concentration 15, Diplomacy 15
Doomspeak
Flowing Defense, Improvisational Spellcasting


13th
Improvisational Adept 3
+9
+4
+7
+11
Perform (Wind Instruments) 16, Intimidate 16, Spellcraft 16, Concentration 16, Diplomacy 16

Improvisational Cover (20%)


14th
Improvisational Adept 4
+10
+4
+7
+12
Perform (Wind Instruments) 17, Intimidate 17, Spellcraft 17, Concentration 17, Diplomacy 17

Improvisational Movement


15th
Improvisational Adept 5
+10
+4
+7
+12
Perform (Wind Instruments) 18, Intimidate 18, Spellcraft 18, Concentration 18, Diplomacy 18
Melodic Casting
Inhuman Reactions


16th
Improvisational Adept 6
+11
+5
+8
+13
Perform (Wind Instruments) 19, Intimidate 19, Spellcraft 19, Concentration 19, Diplomacy 19

Improvisational Cover (50%)


17th
Improvisational Adept 7
+12
+5
+8
+13
Perform (Wind Instruments) 20, Intimidate 20, Spellcraft 20, Concentration 20, Diplomacy 20

Improvisational Disruption


18th
Improvisational Adept 8
+13
+5
+8
+14
Perform (Wind Instruments) 21, Intimidate 21, Spellcraft 21, Concentration 21, Diplomacy 21
Imperious Command



19th
Improvisational Adept 9
+13
+6
+9
+14
Perform (Wind Instruments) 22, Intimidate 22, Spellcraft 22, Concentration 22, Diplomacy 22

Improvisational Cover (Total)


20th
Improvisational Adept 10
+14
+6
+9
+15
Perform (Wind Instruments) 23, Intimidate 23, Spellcraft 23, Concentration 23, Diplomacy 23

Inhuman Reactions




Level 5:

Inspire Awe into demoralize is your best friend. Inspire Awe’s DC is relatively low so spells (namely cause fear) will help fill the void when enemies make their saves. Angror demoralizes an enemy into running away then, while they’re running in fear, he focuses their allies down. If Angror ever gets low there’s always cure light wounds and crusader strike as backup healing.


Level 10:

Angror will only be casting as a 7th level bard by now but that won’t matter when you only really need 2 spells known : Fear and Puppeteer. Angror has a few ways to go about combat. Usually it’s best to start with song of sorrow and next round either fear everyone away with their lowered will saves or confuse the group with song of grief.


Level 15:

The absolute sweet spot for Angror. Now Angror starts off combat in improvisational flow with Inspire Awe then the round after uses his standard action to doomspeak giving an opponent -10 to saves while he switches his song to Song of Sorrow giving a total of a -14 to saves. Using improvisational spellcasting to cast any fear spell puts people anywhere from frightened to panicked and if he’s already got the exits blocked that’s easily a large group of enemies cowering waiting to be demolished. Also any save-or-die here will be pretty painful to resist. Improvisational motion is great for moving in for the kills since it lets you get into position for coup de graces as well.


Level 20:

Essentially the same as level 15, he’s got all the same debuffs and more just now you’ve got more toys to play that involve murdering everyone as they cower in corners namely spamming damaging spells like cacophonic burst.


Spells:

Spells per Day


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
2
-
-
-
-
-
-
-
-
-


2nd
3
0
-
-
-
-
-
-
-
-


3rd
3
1
-
-
-
-
-
-
-
-


4th
3
2
0
-
-
-
-
-
-
-


5th
3
3
1
-
-
-
-
-
-
-


6th
3
3
2
-
-
-
-
-
-
-


7th
3
3
2
0
-
-
-
-
-
-


8th
3
3
2
0
-
-
-
-
-
-


9th
3
3
2
0
-
-
-
-
-
-


10th
3
3
2
0
-
-
-
-
-
-


11th
3
3
3
1
-
-
-
-
-
-


12th
3
3
3
2
-
-
-
-
-
-


13th
3
3
3
2
0
-
-
-
-
-


14th
3
3
3
3
1
-
-
-
-
-


15th
3
3
3
3
2
-
-
-
-
-


16th
3
3
3
3
2
0
-
-
-
-


17th
4
3
3
3
3
1
-
-
-
-


18th
4
4
3
3
3
2
-
-
-
-


19th
4
4
4
3
3
2
0
-
-
-


20th
4
4
4
4
3
3
1
-
-
-





Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
4
-
-
-
-
-
-
-
-
-


2nd
5
2
-
-
-
-
-
-
-
-


3rd
6
3
-
-
-
-
-
-
-
-


4th
6
3
2
-
-
-
-
-
-
-


5th
6
4
3
-
-
-
-
-
-
-


6th
6
4
3
-
-
-
-
-
-
-


7th
6
4
4
2
-
-
-
-
-
-


8th
6
4
4
2
-
-
-
-
-
-


9th
6
4
4
2
-
-
-
-
-
-


10th
6
4
4
2
-
-
-
-
-
-


11th
6
4
4
3
-
-
-
-
-
-


12th
6
4
4
3
-
-
-
-
-
-


13th
6
4
4
4
2
-
-
-
-
-


14th
6
4
4
4
3
-
-
-
-
-


15th
6
4
4
4
3
-
-
-
-
-


16th
6
4
4
4
3
2
-
-
-
-


17th
6
4
4
4
4
3
-
-
-
-


18th
6
4
4
4
4
3
-
-
-
-


19th
6
5
4
4
4
4
2
-
-
-


20th
6
5
5
4
4
4
3
-
-
-




Sources:

Complete Arcane: Obtain Familiar
Libris Mortis: Dirgesinger, Requiem, Haunting Melody,
Champions of Ruin: Doomspeak
Tome of Battle: Martial Study, Crusader’s Strike
Complete Adventurer: Versatile Performer
Complete Mage: Melodic Casting
Drow of the Underdark: Imperious Command
SRD: Bard
Dragon Magic: Inspire Awe

Heliomance
2015-06-07, 11:10 AM
That's the lot, get judging!

sakuuya
2015-06-07, 12:42 PM
Of the four builds I tried out, one was identical to something another competitor made. Glad I didn't go that route! I should have tried to work the Barbarian/Factotum/Warrior Skald/Champion of Gwynharwyf, though. I would've at least scored some originality points from that convoluted mess.

Anyway, the builds!

Taggard Vonderheide (http://www.giantitp.com/forums/showsinglepost.php?p=19363715&postcount=30): CG Human Paladin of Freedom 10/Improvisational Adept 10
Glit terand B'Gholde (http://www.giantitp.com/forums/showsinglepost.php?p=19363723&postcount=31): NG Desert Gnome Divine Bard 5/Divine Prankster 5/Improvisational Adept 10
Areyon Moonblade (http://www.giantitp.com/forums/showsinglepost.php?p=19363726&postcount=32): CN Star Elf Warblade 7/Bard 3/Improvisational Adept 10
Dizzy Doc Deneith (http://www.giantitp.com/forums/showsinglepost.php?p=19363741&postcount=33): CN Silverbrow Human Bard 6/Mindbender 1/Improvisational Adept 10/Heir of Siberys 3
Angror, Death’s Rhythm (http://www.giantitp.com/forums/showsinglepost.php?p=19363757&postcount=34): CN Human Bard 7/Dirgesinger 3/Improvisational Adept 10

Sian
2015-06-07, 02:54 PM
Tried without luck to make a duskblade work

sakuuya
2015-06-07, 02:55 PM
Tried without luck to make a duskblade work

If you're not the fifth entrant, would you be able to judge?

Sian
2015-06-07, 03:41 PM
I'd consider it over the net day or so, but i'm uncertain how to handle a judging process, from a practical and/or organizational PoV, so I'm not sure i'd be able to pull it off...

Its not a No but its an 'ehh....'

KrimsonNekros
2015-06-08, 01:15 AM
I was trying to get a sorcerer/swiftblade to work, but couldn't get everything to piece together sadly.

sakuuya
2015-06-08, 10:23 AM
I was trying to get a sorcerer/swiftblade to work, but couldn't get everything to piece together sadly.

Same question I asked Sian, then! :smallsmile:

Heliomance
2015-06-11, 03:04 AM
So do the chefs have any feedback on the class, having cooked with it? And do we have any judges?